Grunker
RPG Codex Ghost
There is a huge fucking difference between "good tactical combat" and "tactical combat." I think this discussion is pointless, though, I'm not sure I see where we gonna get with it.
Yeah, and that's called pedantry. We aren't talking about checkers we're talking about a tactical game using guns. And no, the result won't be a tactical game, it will be a game where your actions have no real meaning because positioning isn't going to matter and 100 other things I won't bother trying to explain but which are obvious if you'd tried to play out front line tactics on pnp.
[...]It's a different game, but that's not necessarily terrible - the original isn't going anywhere. And who knows, if this dumbs down successfully enough to capture that core audience and whet their appetite for more, it might signal a turn based renaissance rather than ruining everything.
if this dumbs down successfully enough to capture that core audience and whet their appetite for more
I hear you, bro.Gaming fashion has changed, computer games are far more popular / mainstream than they were 20 years ago (i.e. not played by sweating grognards but by normal people)...
That's what they said about XCOM : ENFORCER : FUCK YEAH!That would be suicidal for a commercial venture that aims to make money rather than make 10 grumpy old guys happy. We all know the success of modern 'popamole' gaming standards. On what planet would Firaxis not attempt to capture this market? In what kind of mad idealism was it going to be any other way?
I still haven't seen anybody reply to the idea that having only the "two action points" in some ways increases the challenge. It means you have to make every movement count, and you have to make every shot count - because you aren't going to be able to develop an ubermensch with massive TUs that can run around the map killing everything.
Hmm. switching to "move and shoot" means it will no longer be possible to move out of cover, shoot then move back before the enemies turn. In shooters we call that such mechanics "popamole"
Not all the details are out, but so far this looks like an unbelievably shitty turn-based strategy game. What the fuck is the point of going turn-based if you're going to drop all the tactical, thought-out elements that come with the genre? Fucking ridiculous. Might as well have just made an RTS for fuckssake.
In this game you select guarding as an action, too. Long story short this game will come down to luring out enemies one at a time then shooting them, or standup missions where you just shoot and shoot. It's not any more tactical than any typical JRPG, less so than some of them that have lots of options.
Ammo unlimited outside magazine.Third comes the so called unlimited ammo, one of the screens shows the LMG icon being half filled and that to me is a indication there is no unlimited ammo.
So we don't have to unload our plasma guns at the end of Xcom. But in Apoc, ever single bullet is accounted for a distributed into full magazines.Ammo is abstracted. You're assumed to be carrying enough clips to reload as much as you want, but it takes a turn to do so.
Unlimited Reloads. Magazines empty but you can reload them as many times as you want, which is pretty much the same as Unlimited Ammo.
Ammo unlimited outside magazine.
Seriously, why are you putting so much effort to defend a remake of a game that doesn't even need a remake in the first place?
What's this about "elements that come with the genre"?
The purest turn-based game:
...
Again, I believe they are taking the game from a "simulationist" to more of a boardgame direction. I don't think this necessarily has to make the game less cerebral - but we're all simulation junkies here on the Codex, so the result might bore us.
Seriously, why are you putting so much effort to defend a remake of a game that doesn't even need a remake in the first place?